<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
    <title>Three.js - Textured Cube - Adjustments</title>
    <style>
    html, body {
        height: 100%;
        margin: 0;
    }
    #c {
        width: 100%;
        height: 100%;
        display: block;
    }
    </style>
  </head>
  <body>
    <canvas id="c"></canvas>
  </body>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>

<script type="importmap">
{
  "imports": {
    "three": "../../build/three.module.js",
    "three/addons/": "../../examples/jsm/"
  }
}
</script>

<script type="module">
import * as THREE from 'three';
import {GUI} from 'three/addons/libs/lil-gui.module.min.js';

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});

  const fov = 75;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 5;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.z = 2;

  const scene = new THREE.Scene();

  const boxWidth = 1;
  const boxHeight = 1;
  const boxDepth = 1;
  const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);

  const cubes = [];  // just an array we can use to rotate the cubes
  const loader = new THREE.TextureLoader();

  const texture = loader.load('resources/images/wall.jpg');
  const material = new THREE.MeshBasicMaterial({
    map: texture,
  });
  const cube = new THREE.Mesh(geometry, material);
  scene.add(cube);
  cubes.push(cube);  // add to our list of cubes to rotate

  class DegRadHelper {
    constructor(obj, prop) {
      this.obj = obj;
      this.prop = prop;
    }
    get value() {
      return THREE.MathUtils.radToDeg(this.obj[this.prop]);
    }
    set value(v) {
      this.obj[this.prop] = THREE.MathUtils.degToRad(v);
    }
  }

  class StringToNumberHelper {
    constructor(obj, prop) {
      this.obj = obj;
      this.prop = prop;
    }
    get value() {
      return this.obj[this.prop];
    }
    set value(v) {
      this.obj[this.prop] = parseFloat(v);
    }
  }

  const wrapModes = {
    'ClampToEdgeWrapping': THREE.ClampToEdgeWrapping,
    'RepeatWrapping': THREE.RepeatWrapping,
    'MirroredRepeatWrapping': THREE.MirroredRepeatWrapping,
  };

  function updateTexture() {
    texture.needsUpdate = true;
  }

  const gui = new GUI();
  gui.add(new StringToNumberHelper(texture, 'wrapS'), 'value', wrapModes)
    .name('texture.wrapS')
    .onChange(updateTexture);
  gui.add(new StringToNumberHelper(texture, 'wrapT'), 'value', wrapModes)
    .name('texture.wrapT')
    .onChange(updateTexture);
  gui.add(texture.repeat, 'x', 0, 5, .01).name('texture.repeat.x');
  gui.add(texture.repeat, 'y', 0, 5, .01).name('texture.repeat.y');
  gui.add(texture.offset, 'x', -2, 2, .01).name('texture.offset.x');
  gui.add(texture.offset, 'y', -2, 2, .01).name('texture.offset.y');
  gui.add(texture.center, 'x', -.5, 1.5, .01).name('texture.center.x');
  gui.add(texture.center, 'y', -.5, 1.5, .01).name('texture.center.y');
  gui.add(new DegRadHelper(texture, 'rotation'), 'value', -360, 360)
    .name('texture.rotation');

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    cubes.forEach((cube, ndx) => {
      const speed = .2 + ndx * .1;
      const rot = time * speed;
      cube.rotation.x = rot;
      cube.rotation.y = rot;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
</script>
</html>

